Hope you are all having a nice day. It's Wednesday, so that means it's time to roll out another dev diary. Today’s is going to be a bag of tricks diary covering several smaller features from Man the Guns and the 1.6 Ironclad free update. The large changes to naval things are occupying much of the team, so there will be a bit before I start giving you the details on that. But meanwhile, lets dip into some smaller, yet juicy features...
Faction Leadership
Being the leader of a faction comes with a much larger degree of control. Once someone controls a faction that you are in there has not really been any ways of taking over that control, except of course to leave and make your own.
With MTG we are adding a system for taking over that control, assuming you qualify:
To be able to take over leadership in the faction they are in, a country must:
- Have more than twice the deployed manpower of the faction leader (subjects count, but at varying strength depending on autonomy)
- Have more than 150% of the factories of the faction leader
- Be in every war the faction leader is currently in
- Not having capitulated already
After paying a hefty amount of political power, and then the faction is yours. The faction leader will get an alert warning them if another country is close to qualifying so they can take steps to avoid it if they want to (AI will generally play fairly nice here), but it is also possible to see candidates in the war screen at any time. Ownership can only change once every 6 months to keep things stable and predictable.
Cancelable Focuses
Sometimes you accidentally click that focus and then realize it wasn't at all what you intended, or the situation changed moments after you clicked. It doesn’t happen all that often, but when it does it can be very frustrating… so with 1.6 you will no longer be locked in and can cancel a focus and pick another (with a few exceptions). Some focuses that fire off event chains or would otherwise break by being canceled half-way will still be locked in (the game will warn you in a tooltip ahead of time). To be nice to misclicks we save a few days progress, but beyond that you won't get it all back if you change your mind, so you still need to think through the choice of focus properly.
Naval and Air Exercises
With fuel added to the game and a new repair system for ships (see a diary in the misty future!) we felt that there was now an argument for letting the player exercise their ship crews and air wings as well. Before there wasn't enough ability to model cost really. This means that you will be able to tell ships and air wings to go and exercise. This works a lot like training your land forces - your forces take some damage and consume fuel while gaining experience (and also generating some global xp). Just like with land troops, exercises can only train them to a certain level. Experience level on ships is nothing new, but for air wings it is. A trained wing will be performing better, and losing planes means you will be losing experience as well. It will be up to the player to decide how much training they can afford, and this will be heavily dependent on their access to fuel. Of course experience is also gained in combat as you would expect.
That's all for us this week, see you next week!